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Brian Cardarella <ditr@tiac.net>
Wrentham, MA USA - Monday, April 28, 1997 at 14:36:55 (CDT)

With the soon to be introduced TGF version of Vitalize I think that we should be asking whether or not we are going to need a seperate plug-in to view the TGF Vitalize? I know that much of C&C and TGF aspects are similar but not 100%. I sure hope that we don't, that would be just plain... well for the lack of a more descriptive word: stupid. (or is that the most descriptive word I could choose?)

Anyway I think that it is a really great idea that Europress is persuing the Vitlize project with TGF. I was, however, under the impression that Vitalize was a Corel product. Am I mistaken? Who developed this, Corel or Europress?

Brian Cardarella


Lafe Travis <ltravis@spots.ab.ca>
Calgary, Alberta Canada - Monday, April 28, 1997 at 14:36:53 (CDT)

Venture 2 Alpha 9b is now available.
It includes: The Zombie Room, The Werewolf Room, The Vampire Room and The Leprechaun Room.

You can download it from my games page (a disgusting size of 7.4 mb) or wait until the final game is released, which should be by the beginning of June 1997. (I had said February 1997 at first, but this is the first K&P game I've ever made, so I didn't accurately estimate how long it would take.)

I haven't heard peep from any of my alpha testers so I'm assuming that my game doesn't have anything wrong with it. The Spots site only has 9a, but the Dragonfire site has 9b -- so get it from Dragonfire.

If you download it, I hope you have fun. E-mail me about warp codes to start the game on any of the nine worlds.





anonymous <anonymous>
- Monday, April 28, 1997 at 14:32:58 (CDT)

i got this from dave willis:

its a poem about pusrocket studios and chase von dahl:

Guess what? We have a game coming out now.
We don't mean to boast when we say,
Your games are pathetic and how
If compared to our new release today.

Of course your game isn't good.
It's obviously not thought out right.
Our previous realeases are great, should
You look at them in the proper light.

You've only made two or three games.
Our challenge you're not up to meet.
I obviously won't name any names,
But I'm sure you're all jealous down to your feet.

If you don't bow to our splendid design,
If you refuse to cater to our theme,
You realize your existence is mine
To ridicule beyond your wildest dream.

My morals are on a much higher plane.
My intellect is all that I need.
To believe in authority is insane.
Why have that when there's selfish greed.

No one can tell me what to think.
No one can tell me what to say.
After all, when my life's in the brink,
I don't need anyone to help me along the way.

The fact that you're lightyears behind me,
That's what I'm trying to convey.
I mean this in the most adult way, you see,
Cross us, and you've got H*** to pay.

-- anonymous post --


Philip W. Kelley <philipk@ipass.net>
Raleigh, NC USA - Monday, April 28, 1997 at 14:28:21 (CDT)

Well... just for starters:

I am working on a REAL artificial intelligence system...
and here is some of the black book for it, Chase, take note:

Something that has worked real well for me has been letting one alterable value contain the object's current "action". Here are some of the ones I have used:

1. Attack (move to within 30 pixels of nearest enemy, if within visual range, and if not, set to Find Enemy)
2. Retreat (move back to a group leader and tell group leader to move away from enemy)
3. Regroup (move back to within a 100 pixel vector of a designated "group leader")
4. Patrol (path movement)
5. Find Enemy (move randomly in any direction, except for towards base, also using Avoid Obstacle)
6. Avoid Obstacle (avoid obstacle be using a redirection object, which the object looks in and then "resets" the original direction if past the backdrop)
7. Guard (defend a building or unit, will not respond to a command to attack or retreat.)

I also have a secret technology allowing myself to dynamicly create buildings and men that ARE ALL CLONES of the SAME OBJECT... and you can have unlimited(well, limited by TGF's 256 object limit) units and/or buildings.

This AI system is for "Assault and Battery", an AP/VEI production. Myself and William Cox are programming the game itself.

Ok... next portion of my loooooooonggggggg post...
David Nicolosi: I must agree with your reviews of Locked 6, The Extacy, and Amazing Pinball. All fit my position on the games perfectly.

Russ Horton: GIMME THE 3D ENGINE!!!!!!!!

Rikus Kras and/or Chris @ P.S.I: Are there any passwords to The Extacy?

David Murray and Peter Newman: GTS³ ROCKED!!! I expecially LOVED Tofu Trail and Cheese-It or whatever, they were both GREAT!!!!

Craig Jardine: I thought ITP 2 was excellent... David Nicolosi was wrong about that GREAT game.

Anyone: COME TO #k&p! I'M BORED! THERE'S NO ONE THERE!

Well... I think thats all for today........

Signing off,

Philip W. Kelley


Russ Horton <rjhorton@awinc.com>
Kelowna, B.C. Canada, eh - Monday, April 28, 1997 at 14:12:13 (CDT)

I've finished a 3D walkthru engine for C&C. It's single point
perspective and is very easy to set up a maze/dungeon/etc.

Hey, it's not meant to be Quake ;) but it does show what you can
do with C&C if you've got three spare days.

Post me a message if there is any interest.

Cheers,


matthew Carnegie
- Monday, April 28, 1997 at 13:50:07 (CDT)

does the C&C version of Vitalize, work with TGF as the TGF version of Vitalize is not up yet.


Absusoft
- Monday, April 28, 1997 at 13:19:22 (CDT)

Welcome JH1 to Absusoft. Hw will update our pages weekly and help making games :)

David: When do you release that RPG? 30% done? Are you going to sell it? What will it cost?


Impulse*9 <joe_00@hotmail.com>
Beek, Limburg Netherlands - Monday, April 28, 1997 at 13:01:19 (CDT)

Hey all,

The Extacy Demo is cool. It has great graphics and great music. And while we're on the subject of music, I would like to point out that if you(Chris or Rikus or who ever) are going to make it a commercial game, you should probably like to know that the music in stage one is from the Mortal Kombat movie. You probably already knew that though and I'm writing this for no reason. While I'm talking about demos, I'd like to say that ITP2 is a good game. Though it is still a work in progress, it seems to have pretty solid ground work. The game is fun and it bring back some old memories(now if only someone would make a Shinobi or Ninja Gaiden type game[hint, hint];oh well, you can't have everything[sigh]).

On another note. My friend finally got his K&P to work and now he wants to make an RPG. I tried my best to disuade him but he said we would make one if it took us a week, two weeks, three weeks, or three years. Well, if anybody, and i mean anybody can get a flip screen-overhead view-scrolling engine(similar to the one in Bones, but with more background objects and enimies) to work, contact me at either the e-mail address above or at my old one-xdorm5@cuci.nl. I would do it myself but I'm working on my own game(seriously, I'm not just trying to get over). And to prove it, I'm going to try to get a demo out as soon as I can. It's a Mega Man game. Typical Mega Man style(cheesy platform) with four different weapons to choose from.

If anybody is looking for game music(from games not for games), I found the coolest places. I found literally hundreds of midi music that caused a wave of nostalgia.

GO HERE:
http://www.geocities.com/TimesSquare/7744/gmring.htm

Later,

Impulse*9


Rikus Kras <rikusk@euronet.nl>
- Monday, April 28, 1997 at 12:57:50 (CDT)

Hello,David Nicolosi: i have seen your reviews and i know these are your first review's, but i think there reviews where really bad. Like giving itp 2 a 4?
Where you sick when you wrote that review? And the locked story is like its bin made by an 3 year old really makes my blood bubble. You know i had to play mortal kombat and pretending 1 of the bad guy's was you before i could talk normal again. Sorry to be so RUDE in the post but you where to rude in your reviews. Like in the review of itp2: "This game is a mess from start to finish." Why dont you explain why its such a mess. I did not think it was a mess YOU NEVER COULD MAKE SUCH A GOOD PLATFORM GAME. Just like the amazing pinball review but i think it was 1 of the best pinball games made with Click&Create, becouse i have never seen anyone who have even tried to make a real pinball game. Also this commend in Locked 6: "I should be able to exit the room to the
bottom right. But, for some reason, the passage remains blocked." You call that a bug? i call it stupid, if you hit the block in the middle of the room the block moves and makes an exit for you. I think these reviews where not good.
Also you say that your games are 500 mb and that no 1 can play them. And that you dont hype up your games. Well you did when you said that. I think you first have to release a game in Click&Create before you can review others.
Bye,
Rikus
ps: I am now also in k&p on dalnet.


AHHHH
- Monday, April 28, 1997 at 12:38:44 (CDT)

PLEASE RESTART PAGE.PLEASE RESTART PAGE.PLEASE RESTART PAGE.
PLEASE RESTART PAGE.PLEASE RESTART PAGE.PLEASE RESTART PAGE.
PLEASE RESTART PAGE.PLEASE RESTART PAGE.PLEASE RESTART PAGE.
PLEASE RESTART PAGE.PLEASE RESTART PAGE.PLEASE RESTART PAGE.
PLEASE RESTART PAGE.PLEASE RESTART PAGE.PLEASE RESTART PAGE.
PLEASE RESTART PAGE.PLEASE RESTART PAGE.PLEASE RESTART PAGE.
PLEASE RESTART PAGE.PLEASE RESTART PAGE.PLEASE RESTART PAGE.
PLEASE RESTART PAGE.PLEASE RESTART PAGE.PLEASE RESTART PAGE.
PLEASE RESTART PAGE.PLEASE RESTART PAGE.PLEASE RESTART PAGE.

JON


Absusoft
- Monday, April 28, 1997 at 11:29:03 (CDT)

Ok, I'm ALL ALONE on #K&P Dalnet. Please, anyone, COME THERE!!!


Zamfir
- Monday, April 28, 1997 at 10:59:58 (CDT)

RIKUS!!!!!!!!!!!!!!!!!!!!!!!

Did you get the demo of Sceptre? Feel free to stick "Amazing Software presents" in there...

Later,
Zamfir


Absusoft
- Monday, April 28, 1997 at 09:06:12 (CDT)

Come to #K&P Dalnet!!! Especially Rikus!


Repo Man <conal@oz.net>
Seattle, 2027, - Monday, April 28, 1997 at 03:48:23 (CDT)

I like The Extacy. Don't exactly understand how the title fits in...oh well. It also seems to be a bit on the frustrating side (all of those skulls...everywhere, there are skull).

David Nicolosi - Thank you for reviewing ASSIMILATION. 'preciate it.

"It happens sometimes. People just...explode. Natural causes."
-Repo Man


Craig Jardine (Virtually Real) <cjardine@hildas.unimelb.edu.au>
- Monday, April 28, 1997 at 03:14:43 (CDT)

Oh dear, David.. Here are a few points regarding your review of ITP2..

GRAPHICS

Believe it or not, some people (like me) still use 486's Believe it or not, in order to gain a decent play-speed I had to use single-colour backdrops. Anything more (and believe me, David, I tried it) and the game slows down to an unplayable speed.

"Unable to capture a screenshot due to lo-res images?" You obviously haven't been using TGF/C&C in 16 bit fast scrolling mode, whereby simply pressing Alt-Enter re-sizes the screen back to usual. Then you can take screenshots.. Simple as that..

GAMEPLAY (or is that GAMPLAY, David?)

Read the "speed of my processor" section for graphics. The game plays at a reasonable pace on my PC, and the controls (responsiveness, etc) were designed on my PC and they certainly work perfectly on my PC. What you're saying is sorta like me saying the gameplay on a pentium-required game is crappy due to the fact that it runs too slowly... It may run too quickly on your computer (and it certainly would on a high-end pentium) but The controls were fine when I designed it, even a tad too imprecise for me (just to please those who said ITP1 controls were too touchy)

OK, HERE'S THE SUMMATION..

As most people around Silky's know, I'm at uni now.. I am doing one of the best and hardest engineering/computer science based courses in the country. I have 30 hours a week, which for university courses, is in the extreme. Add to that the non-contact study hours (which basically means I do another 4 hours almost every night on top of 7 hour days) and I am a very busy person. Yet I still work on games..

You're right about the playtesting, THERE WAS NONE! I released ITP2 just to give people a little sampler of the style of things to come. It is in no way how the entire game will go (as it is demo version 2, remember?? just a demo..)

Now, remember.. ITP1 was done over 4 months.. That was 4 months during the final year of high school, when I was busting my gut to get into uni.

I'm busier now...

I'll just leave it at that...

Craig


Absusoft <Absusoft@hotmail.com>
- Monday, April 28, 1997 at 03:03:59 (CDT)

Ahhh, weekend is over and I can surf on internet in school again... But now they have some stuff that prevents us (the pupils) from IRC'ing under school-time, so I will be on IRC way later than before (as you see, I don't have Internet at home, so I have to stay in school).

Oki, anyway... Rikus, I sent you 7 kick ass monster rendered 3D images for Eggit Gold!!! Take a look at them now!!!


newman
- Monday, April 28, 1997 at 01:34:40 (CDT)

The ftp with Vitalize on it is down. Dammit.

"This time we'll blast it all to hell"

newman


Christian Wiehl <christianwiehl@geocities.com>
VISIT MY HOMEPAGE AT www.geocities.com/SouthBeach/Marina/6543, IT HAS VITALIZE GAMES!!! - Monday, April 28, 1997 at 01:32:38 (CDT)

Ultraviper: get vitalize at www.corel.com/clickandcreate


newman <penewman@pnc.com.au>
- Monday, April 28, 1997 at 01:22:01 (CDT)

The new GTS³ (to get the three hold alt and press 0179 on the keypad) beta doesn't have the extra levels, but they didn't even work properly anyway.

Get this:

http://www.pnc.com.au/~penewman/gts3.zip
http://www.pnc.com.au/~penewman/gts3.zip
http://www.pnc.com.au/~penewman/gts3.zip
http://www.pnc.com.au/~penewman/gts3.zip

"Let's nuke the bridge we torched 2000 times before"

newman


Sprite <sprite@is.nl>
USA - Monday, April 28, 1997 at 00:35:46 (CDT)

Hi all, I don't have school tomorrow (and a bunch of other stupid things... stupid infected right eye....) so I'm on #k&p AND #gfp

BTW, Peter and Dave Murray, there's a picture of some guy named "McLaren" in CNN Interactive, he is the head of some crazed Republic of Texas group. Link to image -- http://www.cnn.com/US/9704/27/texas.update/mclaren.jpg


David Nicolosi <president@bnbreservations.com>
Scottsdale, AZ USA - Monday, April 28, 1997 at 00:28:37 (CDT)

EVERYONE: My REVIEWS section of my homepage has FINALLY been finished. I have reviews on Locked 6, Extacy, In The Pit 2, Amazing Pinball, and Assimilation. Check it out. One note, all the reviews are my 100% honest opinions. Some of you may agree and maybe a few may not. Just check it out.

http://www.geocities.com/TimesSquare/Dungeon/3014

All comments about the reviews more than welcome.

David Nicolosi


Chris @ P.S.I. <psychosoft@juno.com>
- Sunday, April 27, 1997 at 22:30:52 (CDT)

Hey Jake Elliot, do you know when you are going to finish the animations? I need them sometime soon. The Extacy is going to be shipped to Rikus, and maybe to Microsoft soon, and I need to know when the animations will be done. Thanks. :)


Brian Su
- Sunday, April 27, 1997 at 17:46:12 (CDT)

If you've been to my site at www.geocities.com/SiliconValley/Heights/7916/Brogue.html you probably noticed the Interactive Drawing thing is not working. I have the program fixed and up. The program shows basics on drawing sprites. You need vitalize.



Chris @ P.S.I. Again <psychosoft@juno.com>
- Sunday, April 27, 1997 at 17:42:05 (CDT)

Anders: The thing that's wrong with Eggit and Klik & Play is that they use the same .DLL files. Eggit has a .DLL file that only works with Eggit, for some reason. (I think it's damaged.) What you do, is this:

1. Download Cubix. (For me, it has a perfect .DLL file)
2. Install Cubix.
3. The .DLL that was damaged will be replaced by a good one.
4. K&P will now work.

That's what I did.


Chris at Psycho Software <psychosoft@juno.com>
- Sunday, April 27, 1997 at 17:38:01 (CDT)

Hello!

Chase: Nooooooo!! PAGE is nuked?? Nooooooooo!!

Peter Newman: Does this new GTS³ beta have all those new levels?

Rikus: Thanks for re-uploading the new Extacy demo.

Craig: Yer welcome for the comments. :)

Jonathan Hill: I love your new revamped site. Except the background. It doesn't fit the FC Title. It needs to look like a circuit board, or something techish. Just a suggestions. :)

Philip Kelley: Since our communication is messed up, I can't ask you to make a website for us. Jonathan Hill will be doing that. We have perfect communication with him. So, I'm afraid we have to let you go. As you said, you were a contractor, and we deeply appreciate all the work you have done for us. I'm sorry.

Everone:

1. Download The Extacy demo. (new version)
2. I am announcing The Extacy 2. I will begin work on that as soon as The Extacy actually is in the real world and being sold as shareware. (Possibly through Microsoft, thanks to Jon Hill!)
The Extacy 2 will feature a new story, improved level editor, more levels, new graphics, and bonus things. Possibly a super ball, slow ball, etc. I will not use Zack Fowler's coding in this. I am going to use the code I came up with a while ago. If Rikus likes it, then we will sell it with AP, like The Extacy.

If you have any suggestions for The Extacy 2, please mail them to me. I am always open for ideas. :)


Ultraviper
- Sunday, April 27, 1997 at 17:08:24 (CDT)

I'm hearing all this stuff about a Vitalize plug-in. WHERE CAN I GET IT?


Chase von Dahl <pusro@drizzle.com>
- Sunday, April 27, 1997 at 16:50:20 (CDT)

ENOUGH!!!

PAGE is dead, dead, DEAD. I'm tired of continually fighting TGF, trying to make it do something it won't. This includes doing anything of any complexity, and doing it efficiently.
Here's what broke the camel's back:

1) Tried packing more than one background picture into a background picture object as different directions of that object. Whoops...TGF won't display it properly. So tried packing them as different animations. Whoops--TGF wouldn't let me change the animations. (This last one also effectively kills about 3 other ideas I have).
2) There was simply no way to pack more than item into one active object. Every object HAD to have its own active object, which is something I didn't want. I tried packing three item pictures into one active object (and then keeping track of which picture was what using the active object's A,B, and C values), but I realized that wouldn't work. Think about it...what if item #1 and item #2 were in the same room at once? (Both of these items use the same active object). PAGE would be hella confused on which one to display.
Anyway, if I got ANYTHING out of this whole mess, it was:

1) A ton of design experience. After designing PAGE, and making it work (albeit in a clunky, massive, slow, memory-eating, clumsy form), I feel I can design damn near ANYTHING now :)
2) A good feel for the limitations of TGF, which are pretty severe.
3) Yes, you can tack numbers onto strings. Very nice when you need to make a sequential search of things in an .INI file.

"work"=1
SET ALTERABLE TEXT TO "blarg"+str$(value("work"))
result= "blarg1"

So the engine is nuked. I could have massively restructured it to make one-off games, but that was not my goal, and I frankly just didn't like the gyrations I had to go through to pack everything down (and keep track of it). I wanted a modular, halfway-efficient engine. Tough luck.
Maybe I'll do GILA COPTER 2. Or maybe I'll just stick with AGT and create text-adventure games for awhile.
Or maybe Francois will quit dorking around with this "Point and Click" crap and write a PC version of AMOS. Now THAT would be cool. A structured basic with built-in, heavy duty multimedia commands.....ummmmmmm.

von Dahl

To celebrate this failure, I went out and got both ears repierced.



Marcello <cellosoft@geocities.com>
- Sunday, April 27, 1997 at 16:43:54 (CDT)

Ah what the heck

PA3net is up goto my site
http://www.geocities.com/TimesSquare/9065

Marcello

Cellosoft


Marcello <cellosoft@geocities.com>
- Sunday, April 27, 1997 at 16:35:05 (CDT)

Hi all,

I updated my page today and only added one thing but I would like people to comment on it if possible. I'm not going to tell you what it is though. Find out for yourself you won't regret it.

Marcello

Cellosoft

http://www.geocities.com/TimesSquare/9065


Russ Horton <rjhorton@awinc.com>
Kelowna, B.C. Canada, eh - Sunday, April 27, 1997 at 15:02:37 (CDT)

>3) Graphics assigned to objects in the level editor are fixed. I
>would have _killed_ to have been able to
>dynamically assigned different graphics to active objects within
>the event editor. In other words, I want
>hardware sprites. Tough. (TGF isn't a programming language,
>remember?) There is one exception: you can
>dynamically load graphics into Picture Objects, but TGF doesn't
>put these graphics in the final .DAT file.
>Instead, you have to include the graphic seperately. Even worse,
>you have to somehow finagle a way to
>ensure that the directories you stuffed the graphics in is
>"imported" to the player's hard drive. TGF has no
>direct way to do that.

Chase: I don't know if this'll help but one technique I have used
is to set up an active object with 32 directions and then put
multiple graphics into each direction. Then you can set/check the direction and use it as a "state indicator". This also helps if
you had, say, an object in your adventure that you can "upgrade" (like a magic sword for example). You only need the one active
object for the whole "family" of swords but depending on the direction it's facing you give it different actions/powers.

Good luck with your engine,

Russ Horton


Chase von Dahl <pusro@drizzle.com>
- Sunday, April 27, 1997 at 14:43:06 (CDT)

Some pusRo news and words of wisdom:

PAGE--the Pusrocket Adventure Game Engine--is done. Yes, that's right, you can create adventures with it now.
However, it's unlikely I'll release it. I may make a game with it, but it will be heavily modified and use a lot of custom code.
My goal in creating PAGE was to create an easy to use "module" that an adventure game designer could just leave alone, and create code around it to create the game proper. While you can do this, it results in huge, bulky games, with a lot of unweildy elements. Plus, the designer really has to know how both TGF and PAGE works in order to make it work right. One wrong line of code could "crash" PAGE. For example, all of the viewport backgrounds had to be 320x200 active objects. For another example, lookup tables had to be created by every item (movable or otherwise) in the game...and this had to be done correctly by the designer.
So, chalk this one up to hard experience. I learned alot of TGFs limitations and capabilities making this one. I'll share them :)
1) TGF is in no way a true programming language. While you can create the functional equivilents of DO-WHILE loops, GOSUBs, etc., you have to do it through kludges. You also have to understand EXACTLY what the program flow will be. So, in essence, you get caught in the paradox of having to create spagetti code in order to prevent spagetti code.
2) I have already lamented that TGF treats all background objects as one object. This didn't help PAGE's accessibility at all.
3) Graphics assigned to objects in the level editor are fixed. I would have _killed_ to have been able to dynamically assigned different graphics to active objects within the event editor. In other words, I want hardware sprites. Tough. (TGF isn't a programming language, remember?) There is one exception: you can dynamically load graphics into Picture Objects, but TGF doesn't put these graphics in the final .DAT file. Instead, you have to include the graphic seperately. Even worse, you have to somehow finagle a way to ensure that the directories you stuffed the graphics in is "imported" to the player's hard drive. TGF has no direct way to do that.
Thanks to the nondynamic graphics, you have to create an active object _for every item in the game_. Even by pulling some stunts, you still end up with A LOT of active objects, which slows everything down. Plus you have to remember that TGF can only put up 256 objects at once (this includes background objects, active objects, text objects, etc. etc) and PAGE itself needed 32 or so as it stood.
4) Here's something I found out: let's say that you assign a couple of active objects to group.0. You then set the active objects' "A" variables to different values. Now, let's say that you want to be able to read the object's "A" variable without specifically referring to it, but rather group.0 (i.e. "If mouse pointer is over group.0"). It doesn't work. TGF treats group.0 _as a seperate active object_. This is gross.
5) Extremely awkward .INI access. I would have preferred a shortcut (i.e. "set variable A to [group] item value".) Instead you have to "set" what TGF is looking at in the .INI file with a seperate command. Clumsy.

So, there it is. I'm going to go over PAGE's code, and rewrite the black book to set up a manual system to keep the number of objects down. This will take another week. Then I am going to completely rewrite PAGE's code. I'm going to keep the UI the same; it works wonderfully. Hopefully, I'll be able to knock this down a little.

Stay tuned!

Chase



JONATHAN HILL
- Sunday, April 27, 1997 at 13:32:47 (CDT)

CHECK OUT MY PAGES AT:
http://homepages.enterprise.net/jonron/
LOADS MORE STUFF INCLUDING MY PICTURE
please visit them
Jon


JonathanHill
- Sunday, April 27, 1997 at 13:08:20 (CDT)

i have nuked my channel


Rikus Kras <rikusk@euronet.nl>
- Sunday, April 27, 1997 at 12:22:01 (CDT)

Hello, Hot news for Eggit Gold (3): Brian Su is going to help us making the graphics for Eggit Gold (3) So if you played begone 2 and dark power you know what great graphics i am talking about.
thanks Brian for helping us.
Bye,
Rikus


Rikus Kras <rikusk@euronet.nl>
- Sunday, April 27, 1997 at 12:09:37 (CDT)

Hello, is it me or have some post's bin deleted?
Strange......including mine:-(
:-)
I am now on #k&p on dalnet.

and i have uploaded the new version of the extacy
Bye,
Rikus


Silky <silky@cei.net>
- Sunday, April 27, 1997 at 10:11:13 (CDT)

Hey all,

A couple quick notes on Vitalize.

Some folks have had problems (including myself) if you reference a ccn directly, with Netscape. Even after I configured my server, all I got was ASCII garbarge, instead of the application, while IE handled it wonderfully.

I have written Europress about this, that is NOT usually the way a plugin works, but if you use the embed statement in an HTML page, and reference your app that way, it DOES work fine for NS.

<EMBED SRC="faces.ccn" WIDTH="x" HEIGHT ="x" TYPE="application/x-cnc"></EMBED> should work. Matter of fact, if you go to http://www.tne.net/silky/vit/faces.html you will see faces, live and on the net! Those x's should be the height and width in pixels of your game.

Couple other quick notes. We are all now going to be presented with the same dilema that have faced webwriters for some time...what resolution to make these things so they are as cross-compatible on as many machines as possible. I highly suggest NOT using 640x480 resolution. Even if a user takes off the helper bars in their browser, there is still a Win'95 footer bar, and netscape stuff on-screen. I always test my pages in 640x480 resolution. This limits the amount of realestate available on screen. I would suggest bumping your applications down at LEAST one size for web work. I vitalized faces to see if it would work, worked wonderfully well! Keep in mind for web presentations/games...they need to be SMALL...users aren't going to stick around 10 min to download these things...they need to be PHYSICIALLY SMALL so that the whole screen will fit into a window even at 640x480 resolution, and you need to explain, or make the controls very user friendly so they know what the heck to do!

Buckle your seatbelts folks, I do believe Vitalize is fixin to take the webworld by storm. It's liable to get VERY busy round here once the word gets out how much simpler and smaller this is than the traditional Java or Shockwave route. KUDOS Europress/Corel I do believe you have a winner here.


Zamfir
- Sunday, April 27, 1997 at 09:33:00 (CDT)

Rikus: I uploaded the demo of Sceptre to you, but I had to use Windows95 Backup, because of the 1.44 problem. Did you get it all? Can you un-backup it? Let me know. (This game is too big for me to not have a direct internet connection. Oh well, I'll be back in the U.S. in late June...)

Zamfir


bryan <bryk@juno.com>
rutherford , NJ USA - Sunday, April 27, 1997 at 09:28:04 (CDT)

Games are cool...
Viruses suck


Anders J-U <mats.jensen-urstad@mailbox.swipnet.se>
- Sunday, April 27, 1997 at 09:03:36 (CDT)

Hello!
Does anyone have the update for the non-english version of K&P or where i can find it? Klik & Play doesn't work after i downloaded Eggit.

Anders J-U


matthew carnegie
- Sunday, April 27, 1997 at 06:54:20 (CDT)

Silky: Vitalize is also available for TGF on the Europress web Site.
Bye.


newman <penewman@pnc.com.au>
- Sunday, April 27, 1997 at 05:59:41 (CDT)

GTS³ is the sequel to GTS 2. It's a cool TGF game starring a crazy milkman. GTS stands for Gordon's Transport System.

Maybe someone else could give a better description, seeing as I'm biased.

http://www.pnc.com.au/~penewman/gts3.zip

The Extasy is pretty cool.

"Dogs are the best people"

newman


Mike Kasprzak <DRAGONMAX@HOTMAIL.COM>
Canada - Sunday, April 27, 1997 at 05:55:52 (CDT)

What's GTS³?


Andman <andman@hotmail.com>
- Sunday, April 27, 1997 at 03:42:25 (CDT)

Hello!
Download Extacy. It's really good!
I'm on #k&p now

Andman


Josh
- Sunday, April 27, 1997 at 03:22:06 (CDT)

GTS3 is rules! Love the eggit level!


ITP2
- Sunday, April 27, 1997 at 01:27:21 (CDT)

ITP2

IT'S A COOL GAME.SOME BUGS.DOWNLOAD IT NOW
WAY COOL CRAIG I LOVE IT.CAN'T STOP PLAYING.THE CONTROL IS A BIT WERID.
JON


Craig Jardine (Virtually Real) <cjardine@hildas.unimelb.edu.au>
- Sunday, April 27, 1997 at 01:22:22 (CDT)

Chris & Pete - Thanks for the comments!

I'm back from the rowing, and I'm very drunk.. :o)

S'pose I better study for electronics exam...

**sigh**

Taking Pete's lead, I plug the living hell out of ITP2..

http://www.hildas.unimelb.edu.au/~cjardine/itp2-2.zip
**yawn**

Craig

PS Do any of the K&P'ers around here come from Melbourne?
If so, come down to The Lemon Tree in Carlton tonight..

Guarenteed to go off completely.. :o)



Jonathan Hill <jonron@enterprise.net>
- Sunday, April 27, 1997 at 01:06:46 (CDT)

HELLO ALL

Rikus:Did you get the zip.
Check out my Paegs:http://homepages.enterprise.net/jonron/
look at my channel:#C&CK&P i'm giving ops out to anyone for fun
GTS3 rocks.Blow it up & i#ll cry.Download now
That's it
ALL:Download the extry it's way cool


newman <penewman@pnc.com.au>
- Sunday, April 27, 1997 at 01:01:04 (CDT)

Oh yeah, you're supposed to have unlimited lives in the beta.

"Born to be down"

newman


newman <penewman@pnc.com.au>
- Sunday, April 27, 1997 at 00:31:34 (CDT)

Cool! A happy customer. Of freeware.

A slightly newer (smaller) version of GTS³ Beta is out now.

The other one had an extra three levels (the base for them anyway ) which just took up space and may not be used in the full version. The new version has a proper icon, and a few bugs fixed up.

If you already have it, don't bother getting it again.

Hint... press the number of the level on the disclaimer screen and you will jump to that level... only on the beta...

"Reluctantly crouched at the starting line"

newman


Chris @ P.S.I. <psychosoft@juno.com>
- Saturday, April 26, 1997 at 23:48:05 (CDT)

Huh??

Oh yeah! I remember. I sent you an e-mail. (Peter) Yeah. GTS3 kicks royal ass. I mean butt. I definetly recommend this download. It's funny too. I like to play it just to see Pete and David flippin' us off with heavy metal riffs in the background! Cool. Huh huh. Gordon. Gord-on. Huh huh. Gord. He he he he!! Sorry. I just had a jolt of caffiene. (Did I spell that right?) Mmmmmm. Coke....

P.S. Download The Extacy Demo everyone!! Even though it has a monster bug. I think it should be fixed within the next week.


newman
- Saturday, April 26, 1997 at 22:18:25 (CDT)

Sorry sorry!

I meant Chris, not K-JN.

Dang.

Craig:

ITP2 is cool. I can only find one problem.

It stresses me out how he closes his eyes slowly then opens them really fast on the title screen.

"insert quote here"

newman


newman
- Saturday, April 26, 1997 at 22:02:19 (CDT)

Sorry!

K-JN says it's very cool. That makes two not one.

"Life's short and hard like a body-building elf"

newman


Craig Jardine <cjardine@hildas.unimelb.edu.au>
- Saturday, April 26, 1997 at 19:03:59 (CDT)

OK... The bug K-J.N. mentioned has been fixed and a new version has been uploaded.

http://www.hildas.unimelb.edu.au/~cjardine/itp2-2.zip

Same URL as before, with the slight bugfix included..

Hmm... Has anyone actually downloaded this yet??

I WANT COMMENTS, PEOPLE!

The execution may not be that crash hot, but is the idea and the structure of it OK?

IN THE PIT 2 - DEMO VERSION 2 (now without K-J.N.'s bug)

http://www.hildas.unimelb.edu.au/~cjardine/itp2-2.zip

email me with ANY comments..

Craig

PS
No more bugfixes today, I'm off to watch St Hilda's in the Rowing.. :o)

Oh yeah, EL101 mid-semester exam Monday.. No updates monday either..


Craig Jardine (Virtually Real) <cjardine@hildas.unimelb.edu.au>
- Saturday, April 26, 1997 at 18:38:14 (CDT)

K-J.N - Thanks for the tip about the bug. As you can all probably tell, playtesting has fallen a bit by the wayside at the moment.. :o)

I'll fix that bug now and upload the corrected version. It'll have the same URL as the previous version.

Oh yeah, if you find yourself in a situation (expecially in a 1-block high space) where you jump and then the control gets ignored, just press "u" (lowercase u) to "unlock" the frozen mode. Sorry about that one..

Well, does anyone actually like ITP2??

Craig


K-J N. <kj_n@hotmail.com>
- Saturday, April 26, 1997 at 17:56:50 (CDT)

No it's in 256 colors. As I said before you wont see the difference in 256 collors but in 16 bit, 24 bit or 32 bit color there is a difference between "single color quick backdrop black" and "ordinary picture editor black".


Chris @ P.S.I. <psychosoft@juno.com>
- Saturday, April 26, 1997 at 17:25:11 (CDT)

Ultraviper: I have an older version, but I can't get the new one since I don't have Win '95.

Rikus: The Extacy demo has a hige bug in it. I sent you an e-mail already, but here's what the bug is:

When you complete level 3, it crashes and quits.

Please check the code for level 3 and 4 and see what might be happening.


Ultraviper
- Saturday, April 26, 1997 at 16:39:21 (CDT)

Has anyone here downloaded Goldwave? It's a really cool program.


Chris @ P.S.I. again <psychosoft@juno.com>
- Saturday, April 26, 1997 at 16:09:26 (CDT)

Whoops! I forgot to say that the demo is much smaller than the actual game. The actual game size is 4 times as big (In K) so don't think it's crappy since it's small.


Chris at Psycho Software <psychosoft@juno.com>
- Saturday, April 26, 1997 at 16:07:56 (CDT)

K-J-N: It might be that your computer is set on 16 colors and not 256. I am downloading the new C&C version of The Extacy demo, and I am going to see if it hapens on my pc.

Peter Newman: GTS3 is very cool! Please finsih it!

Everyone: Please review The Extacy demo!! I really want to see what people think of it!!!


K-J N. <kj_n@hotmail.com>
- Saturday, April 26, 1997 at 15:48:04 (CDT)

When I complete the third stage in the Exstasy demo it crashes, anyone else have this problem? It also has that not so known "black color isn't realy black color" problem on the Psycho software/AP present screen.

Just thought I would mention that what most people doesn't know or think about is the fact that single colored quick backdrops is the only object in KnP/TGF/CnC capable of showing true black (red, green and blue all set to zero). In the picture editor these settings is reserved for the transparent color so you really get very dark grey (the single colored quick backdrop can't be transparent which is why you do get tru black here). In 256 colors you wont see any difference but in 16bit color you will.
So if somone needs something on a black background (quick backdrop) to be hidden by a black active object the quick backdrop must be mosaic or you will see the active object in 16bit mode.

AP: please get rid of the need for p-coins in Eggit gold.


Christian Wiehl <christianwiehl@geocities.com>
Somewhere, CA USA - Saturday, April 26, 1997 at 14:31:49 (CDT)

If anyone has any *SMALL* (ie hopefully under 100K) games that they want to put online, send them to me and I'll convert them to web-based games and put them on my webpage so people can play them online. This applies if you have any of the europress products (KNP, CNC, or TGF). Also Silky, your clock @ the top of the page is messed up.

- Christian


Arepeegeefan(Rpgfan :)
- Saturday, April 26, 1997 at 14:06:56 (CDT)

just a quick post:
I WANT LOCKED 6 PASSWORD VERSION! :)
my puter is too slow to beat the first boss, it keeps multiplying O_o
-Rpgfan... NOT RPGfan or RPGFan :)


Sprite <sprite@is.nl>
USA - Saturday, April 26, 1997 at 13:56:43 (CDT)

Hey Samkim, is it okay if I use some or all of your MIDIs from your page in my game? I promise to send you an earlier copy of it first.


Rikus Kras <rikusk@euronet.nl>
- Saturday, April 26, 1997 at 12:10:44 (CDT)

Hello, Well about the wingroove thing if you have installed all the drivers and you have win 95 then you can fix that in 5 sec.
Just change your driver back in your old driver.

Its weeeeeeeeekkkeeennndddd. And that meand that my homepage is updated, with new games (extacy demo) new reviews (4 new reviews) interview's,a dutch learning page,a new live guestbook and allot of great stuff. http://www.is.nl/ap/

I am now also on #k&p on dalnet.

If anyone wants a locked 6 password version post it here and i will upload it:-)
bye,
Rikus Kras


K-J N. <kj_n@hotmail.com>
- Saturday, April 26, 1997 at 11:32:17 (CDT)

Do download Wingroov, just choose NO when you are asked if you want to use it as you midioutput in games and so. I use it as an ordiary midiplayer and find the wavecreating option rather usefull (infact the music for our multimedia project at shool depends on it (plus Microsoft music producer for original midis)).


Mike Kasprzak <DrAGONMaX@HOTMAIL.COM>
Canada - Saturday, April 26, 1997 at 11:28:04 (CDT)

Hey.. I'm looking for some good artists and mod/S3M musicians that would be interested in working on any of the following games

LEGENDS OF TIDAL - Final Fantasy style RPG for the PC.

PROBE (Name can Change) - Cartoony Megaman/Metroid style game.

SHOTGUN - Futuristic Post Apocolipse Shadowrun/Rifts/Neuromancer/RPG with guns, drugs, implants and stuff.

These games will all be distributed as public Beta and FreeWare. The graphics can be either be hand draw or 3d rendered for SHOTGUN and PROBE. However for LEGENDS OF TIDAL I need them hand drawn. I can give you appropriate editors and convesion utilities if you want. They are being programmed in Pascal or C++ (havn't decided). They will are being designed to work with Dos 6.0 and Windows 95.

If you make a large contribution to any of the games you can include the worked on in your portfolio if you're trying to get a job as an artist for video games. Thats what I'm using them for.

Anyways. You can EMAIL me at :

MAILTO:DRAGONMAX@HOTMAIL.COM

and my URL is :

HTTP://WWW.GAMMAFLAREGAMES.HOME.ML.ORG

cya l8r.

Mike Kasprzak (DrAGON MaX)


Jonathan Michals <boneheadsoftware@Juno.com>
USA - Saturday, April 26, 1997 at 08:54:47 (CDT)

Hi All,
Arrrrrrrrgh! WINGROOVE SUCKS! DON't download it. It slows everything down, makes everything sound like a cheap japaneese guitar, and once the trial peroid is over, it puts this stupid message on screen and you have to press understand, and then you have to wait 5 seconds until the music starts to play! THIS FREAKIN THING TOTALLY MESSES UP KNP GAMES TOO! For anybody who made the mistake of downloading that stupid program, and you don't want it to play its stupid sounds anymore, listen carefully: There is no way to remove WINGROOVE without it screwing up your MMMSYSTEM009.dll, so don't try to put it in the recycly bin. If in WIN95, go to start, then settings, then control panel. In control panel, got to multimedia, and then click the tab at the top that says MIDI. Instead of wingroove, click your internal MIDI port, and everything will be back to normal. I spent about 10 minutes doing that 3 weeks ago, ya see, i'm kinda a computer geek. Hehehehehehe! Hope that helped all of you!


see ya,
Jonathan Michals
(JON M)


same as before not k.j.n before him <same as before not k.j.n before him>
- Saturday, April 26, 1997 at 08:16:46 (CDT)

HI

CHECK OUT MY CHANNEL PLEASE AT: #c&ck&p
thanks.I need ops.So vsit.I will be on later.
my pages will be updated soon at:
http://homepages.enterprise.net/jonron/
ITP2:LOVE IT.JUST LOVE IT
JON OUT


K-J N. <kj_n@hotmail.com>
- Saturday, April 26, 1997 at 08:03:29 (CDT)

In the pit 2 demo bug. Start on any stage (say 1-1), loose a life and choose another stage when you return to the hallway (say 1-2). You will find that you get to the stage you selected first instead of the later (you get to 1-1 instead of 1-2).


Samkim
- Saturday, April 26, 1997 at 04:32:23 (CDT)

Whoever has the problem with the Pac-Man game.

Edit all the animations. Every single one of 'em. In ALL directions (get the idea?) :)
Now click "Show Hot Spot" under options. Set it to the center (press 5 on the numeric keypad, I think, or just drag-n-drop it).
This should solve all yer problems.

Now... About PAGE. I was looking at the docs, and found nothing superbly groundbreaking. I think I'll wait for the coded version...

C y'all, Samkim


Sprite <sprite@is.nl>
- Saturday, April 26, 1997 at 02:26:25 (CDT)

Pusro, I have no idea what you're talking about... I probably forgot. Peter, I do remember the McLaren play... :) cool...


Craig Jardine (Virtually Real) <cjardine@hildas.unimelb.edu.au>
- Saturday, April 26, 1997 at 01:27:47 (CDT)

Raptor - RMIT person, Huh? So am I.. (RMIT address: cjardine@yallara.cs.rmit.edu.au) What are you studying?

Andy - Sure, that's fine. I expected you to leave VReal as soon ad FE was up and running fully. Sorry about not having much time to dedicate to VReal, uni is really taking a toll..

And what is wrong with the VReal pages?? Nothing wrong with the aesthetics of them! :o)

Oh yeah.. Got something else to mention.

IN THE PIT 2 - DEMO VERSION 2

http://www.hildas.unimelb.edu.au/~cjardine/itp2-2.zip

Tell me what you all think..

Craig


Jon
- Saturday, April 26, 1997 at 01:26:03 (CDT)

same person as below newman

newman:ihavea copy of GTS3but i would like the full version.FINISH IT NOW.FINISH IT NOW.FINISH IT NOWFINISH IT NOWFINISH IT NOWFINISH IT NOWFINISH IT NOWFINISH IT NOWFINISH IT NOWFINISH IT NOWFINISH IT NOWFINISH IT NOWFINISH IT NOWFINISH IT NOW


newman <penewman@pnc.com.au>
i'm, an aussie - Saturday, April 26, 1997 at 01:06:25 (CDT)

GTS - Guys That Shoot - Gordon's Transport System. Hmmm. I thought of Gordon first, so there.

sprite - Do you remember the McLaren play? The sequel is done. Come to http://www.pnc.com.au/~penewman/bhs

I take it no-one wants to see GTS³ because I haven't got ONE response yet. Or maybe everyone is new and doesn't know what it is. Anyways...

"I lied about being the outdoor type"

Newman


Jonathan Hill <jonron@enterprise.net>
- Saturday, April 26, 1997 at 00:59:47 (CDT)

Hi all

---------------------------------------------------------------
This a Party Election Broadcast from the Chase

I agree with chase for once.He's only advertsing a game.If you people can't take it tough.PAGE looks great stuff & if it improves the quailty of k&p games in the future then i'm all for it.Chase is a dedicated person & he'll make the geame as well as possible.I for one will download it even though i am a kid

---------------------------------------------------------------
This a Party Election Broadcast from the Chase

Repoman:can you do me an animated intro?
absusoft:sorry friends?
rikus:did you get the graphics
P.S.Icome to k&p now
Homepage will be updated tonight - yeah better grasphics morep peags
jon out


Chris @ P.S.I. <psychosoft@juno.com>
- Friday, April 25, 1997 at 22:19:56 (CDT)

Hey Everyone:

I need to know how to approach a major software developer. i.e. Apogee or Epic Megagames. What should I do? I want to sell The Extacy through them, if Rikus thinks it's good enough. What should I do? Please mail me.


Chris @ P.S.I. <psychosoft@juno.com>
- Friday, April 25, 1997 at 21:50:05 (CDT)

Chase: I really want to see this PAGE thing, but I don't have Word or anything to see that .DOC file. When you get the whole thing done, let us know on the wall please!

Brian Cardarella: Are there any prizes yet in the contest?? Say, C&C??

Rikus: Nevermind. I got your e-mail saying that you'd post The Extacy tomorrow. Sorry about that.

All: Don't download Wingroove. I just D/L'd the newest version, and it messed up all my midi settings. So now I have to dig trhough all my diskettes and look for the Windows disk! Aaaarrrrgggghhhh!!!!


Chase von Dahl <pusro@drizzle.com>
- Friday, April 25, 1997 at 21:32:55 (CDT)

Sprite: whaddya referrin' to about "the right idea" (which pusRo doesn't have)? Are you referring to web pages? I like mine--it's quick, simple, and streamlined. I'd rather spend time programming that creating webpages with frames, animated .GIFs, blah, blah, blah. Just the content, ma'am, just the content.

Speaking of programming:

PAGE is coming along nicely. The User Interface and controls are -done-. (Parsing still needs to be done). Players can move from room to room. It's cool. It's not as modular as I hoped it would be (read: anyone making their own games with PAGE still has a heck of a lot of work to do), and it needs to be optimized, but it actually works.

Once PAGE is finished, I'll use it to recreate an old text-adventure of mine: Ggollek I-The Dissolution.

Chase


Christopher (The heck if I can figure this dang thing out) Ables <lcables@erinet.com>
Dayton, OH USA - Friday, April 25, 1997 at 21:32:14 (CDT)

Okay, picture this...I'm making a Pac-Man type game (I had tryed this in times past, but not with very hot results) and when I move my cute little star-of-the-game Mr. Mac, he jumps all over the place! (Well, sorta. When I make him turn to the right after facing left, he doesn't just turn, he flips so now, if you follow along, he would be back-to-back with where he just was! Also, when I move him down, and then stop, he jerks right) This problem has just halted production. Anyone who has encountered such a problem (Surely SOMEONE has!) PLEEEEEEEEEEEEEASE help!


sp0ck <dfh3@knownet.net>
- Friday, April 25, 1997 at 21:03:32 (CDT)

Hello!!!!
The FE homepage has been completly redone........giving it a quicker load time and a sleeker look!
dont worry.FE still will be a bright cheerful company.....
one of the only ones.........
AP has the right idea.
Pusro and Vreal dont.
Craig, i liked Vreal fine, but its hard with you so busy to keep current. I regretfully must quit..
FE was also updated!!!!!!!
wohoo!
Spud info!
Reviews!
um...........
thats it i think
well, plus the makeover. It was alot of work.
Check this Cool stuff out, and drop me a line and lemme know what you think of the sleek(sleak?) new look. If people want me to ill change it back. Oh yeah, the Guest Book is gone. After getting cleared twice and the logo taking forever to load, plus being useless, i took it off.
www.toptown.com/HP/flyingelephant
later....
-Andy Hull
President of FE productions


Brian Cardarella <ditr@tiac.net>
Wrentham, MA USA - Friday, April 25, 1997 at 21:02:05 (CDT)

=- Contest Update -=

Just thought that I'd pop up and let people know that the Vitalize plug-in with IE problem has been resolved and people with IE can now access the Vitalized section of the contest site. (as long as they have the plug-in that is) There isn't anything special yet but I hope to add some good stuff in the future. Right now there is just an on-line version of the Contest Registration Program and a simple graphical menu.

-=Vitalized Contest Site=-
http://www.tiac.net/users/ditr/contest/vitalize

-=Regular Contest Site=-
http://www.tiac.net/users/ditr/contest

BTW, the server that the Vitalized files are on isn't all that stable. So sometimes (vary rare) you might get an error saying that the server has returned extended information. Just wait a minute and try again. Also, I have very limited space so if anyone knows of a good FTP site that allows public access please contact me.

Brian Cardarella


Chris @ P.S.I. again <psychosoft@juno.com>
- Friday, April 25, 1997 at 18:16:49 (CDT)

Uh, Rikus? Where's The Extacy demo? I need to download it and try itout. I want to see the level you added. I went to the download page on your site, but it wasn't there! Is it on your site yet??


Chris at Psycho Software <psychosoft@juno.com>
- Friday, April 25, 1997 at 18:11:14 (CDT)

Hey Everyone!

Man, I haven't been here in 1 day!! It feels like years! Anyway, I would like everyone to download The Extacy demo and try it out. It's on Rikus's site at http://www.is.nl/ap. So go now and get it!!

Anyone who wants to review it in any way can. I really want to see what people think. If you do review it, just e-mail me telling the URL so I can see the review.

The full version is done, so now I'm waiting for repo man to finish the anims. Oh, and I may team up with Colin Marshall on a C&C game. If I do, it will be some sort of futuristic platform shooter, like Starripper.

Anyway, PLEASE download The Extacy demo! And if you want, e-mail me with your feedback. :)


Jeff <jfprz@juno.com>
,dsvc, hgdfc yjhgvf,nhjyvf - Friday, April 25, 1997 at 18:04:12 (CDT)

Hello,
If there are any experienced KNPers out there e-mail me. I need a question answered.

Thanx in addvance, Jeff


Phil <philv@epix.net>
- Friday, April 25, 1997 at 15:32:48 (CDT)

Has anyone else had a rough time downloading the Vitalize plug-in for Click & Create from Corel's site?

Thanks,
Phil


Chase von Dahl <pusro@drizzle.com>
- Thursday, April 24, 1997 at 23:12:26 (CDT)

Work on the Pusrocket Adventure Game System continues apace. As usual, you can download the latest "black book" (design manual) for PAGE at www.drizzle.com/~pusro. It's been revised (the stuff in this one has actually been coded, and works), so anyone interesting in seeing some advanced things you can do with TGF might want to take a look at it.

Some interesting things I've learned:

1) You can tack numbers onto a string. Makes systematic references of .INI files much, much easier. PAGE couldn't live without it. This is cool.
2) You can "sequence" how you want events to occur on a particular line, i.e. you can say, "do this event first, then this one, then this one...etc." This is EXTREMELY cool.
3) Despite what the help file says, you CANNOT set a fixed value for an active object in the level editor. Read it in the event editor, yes, but not actually _set_ it. This is not so cool. I'd like to hit whoever proof-read the manual and help file.
4) Want to make TGF act like a "real" language? Then add "only one event when event loops" on damn near every line, and use lots and lots of groups.

Anyone else have any goofy/interesting things they've found out about TGF?

von Dahl


Anders <andman@hotmail.com>
- Thursday, April 24, 1997 at 11:07:53 (CDT)

Hello!
Come to #k&p on Dalnet!

Anders J-U


Chase von Dahl <pusro@drizzle.com>
- Thursday, April 24, 1997 at 09:02:10 (CDT)

Repoman:

Good luck on finding A.I. routines! If there is anything the KNP/C&C/TGF world is devoid of, it's decent A.I. routines.
The best way to create an A.I. is to do it on paper first. Remember that A.I. is just the decisions a "monster" will make when it is confronted by a situation. So get a piece of paper, list all the situations the monster could possibly encounter, and then how it will react to each one.
This is called "predesign" and is also suspiciously rare in the KNP/C&C/TGF world. (Though it's getting better).

von Dahl


Absu "The Renderer" Soft <Absusoft@hotmail.com>
- Thursday, April 24, 1997 at 04:11:02 (CDT)

Yeah, my first rendering ever is finished, and will propably be used in Eggit Gold. You can go to my homepage later if you want to see it :)


Repo Man <conal@oz.net>
Seattle, 2027, - Thursday, April 24, 1997 at 01:46:03 (CDT)


Does anybody know any good AI routines for TGF? I want a monster that does a variety of different things, so any and all AI routines will be helpful.

Thanks, and:

I hope everyone checks my homepage now -
http://www.oz.net/~conal/Jake.html
because I added a bio and a guestbook(!!!!!).
Thanks.

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